Audio Pro
Categories:
GS_AudioPro is the premium audio gem. It sits on top of GS_Audio — everything in the free gem keeps working exactly as it did, and Pro adds four things of its own.
| Added by Pro | What it gives you |
|---|---|
| Audio Event Graph | Build a sound on a canvas instead of a component list. |
| Score Arrangement | Music that adds and drops layers as the game changes. |
| Klatt Voice | Generated character speech with no recordings. |
| Geometric Acoustics | Sounds actually blocked by walls, and reverb from the real room. |
Pro is not better-sounding audio
The free gem already has all 22 effects and the same spatial audio. Pro gives you a visual way to author sounds, plus music, speech, and acoustics computed from your level geometry. If what you need is good-sounding positioned audio, the free gem does that.
Contents
Adding Pro to a Project
- Enable the GS_AudioPro gem alongside GS_Audio.
- Open your Audio Manager prefab and use the Pro Audio Manager component in place of the base one.
- Assign your graph libraries and score tracks on it, and save.
The Pro manager does everything the base one does — volume channels, event libraries, listener, project settings are all still there, with Pro’s geometry settings added alongside them.
You cannot run both managers at once. A project uses the base manager or the Pro one.
Where Each Feature Lives
Pro’s features each have their own bus, separate from the Audio Manager’s. Playing sounds, volume and mixing stay exactly where they are on AudioManagerRequestBus.
| Feature | Bus |
|---|---|
| Score arrangements | AudioScoreRequestBus |
| Audio event graphs | AudioGraphRequestBus |
| A graph playing on one entity | AudioGraphPlayerRequestBus |
| Voices | The Klatt voice buses |
Features
Audio Event Graph
Author a sound as a graph. Drop in sources, filters and effects, wire them together, and route the result — with a Start / Loop / Finish lifecycle and variables your game can drive while the sound is playing.
Score Arrangement
Multi-layer music. One arrangement holds several layers with a shared tempo and time signature, and you bring them in and out as the game changes — add percussion for combat, drop it when it ends.
Klatt Voice
Speech generated from parameters rather than recordings. Give every character a distinct voice without a recording session, and use inline tags to change pitch or speed partway through a line.
Geometric Acoustics
Mark up your level with acoustic volumes and materials, and sounds start being genuinely blocked by what is between them and the player — with reverb that comes from the room they are standing in.
See Also
For the free gem this builds on:
For the full API:
Get GS_Audio
GS_Audio — Explore this gem on the product page and add it to your project.